SNK had an overall good few years for the arcades while on handhelds and consoles it was more of a mixed bag and very few of what they were putting out, like the Days of Memories visual novel games, were coming out in English. What's more, after Capcom's complete and total absence in arcades for a good while, they at last came back to challenge SNK this year in 2008. Will their new arcade games be enough to make up for all the strides SNK had already been making while they were gone? Let's find out.
The King of Fighters 98: Ultimate Match(SNK)
The original KOF 98 was a celebration of the end of the
Orochi Saga, but didn’t quite bring everyone back. Ultimate Match rectifies that by bringing
absolutely everyone back and then some.
Everyone from the Orochi Saga missing from the original game is now
added, but this version is far from just a character roster update.
In addition to new characters, several old characters now
have alternate move sets based on previous SNK games, like KOF 94 and Real Bout
Fatal Fury 2. These “EX” versions of
characters are practically new characters entirely and have their own character
portraits different from their regular ones.
With the added characters and bosses there are also all-new
stages along with boss stages from KOF 96 and 97 for Goenitz and Orochi. Now in the single player mode there are 4
different bosses and several different penultimate teams before them. Because Rugal is no longer the only final
boss, his introductory cutscene from the original is removed, but it’s more
than a fair tradeoff for quadrupling the boss count and with all the new
characters there is now more ending artwork to get.
KOF 98 implements several balance changes to characters and
how the super meters work to make for an even better game, but the gameplay and
in-game graphics are 1 to 1 with the original Neogeo game, including all the
new stages and new character portraits. I’m
not sure if the Taito system is running an expanded ROM of the original KOF 98
or if this version was made from the ground up, but it looks and sounds exactly
as it did on the Neogeo during gameplay.
Outside of gameplay the HUD and character select screen is cleaner,
straighter and more uniform.
The King of Fighters 98: Ultimate Match lives up to the
“ultimate” in its title because it is the ultimate old-school KOF game in terms
of multiplayer potential. SNK crammed as
much as they could from the Orochi Saga into this game and polished it all,
making it one of the quintessential King of Fighters games to play with
others. Some might even call this one
the very best KOF game ever made, as if the original sometimes being called that
wasn’t enough.
All the character artwork is some of the best in the series;
rich in color, expression and detail.
Even the idea of being a 3D game in the vein of Soul Calibur doesn’t
seem like a bad one. After all, SNK
already had experience making 3D Samurai Shodown games on the Hyper Neogeo 64
and we’d later see how well Haohmaru plays in Soul Calibur 6.
The end product made me sad.
Most of the stages almost look like beta test stages with
very little in the way of fun details to look at and the color all around is so
washed out that I swear the developers applied a deep greyscaling to
everything. With only a few exceptions,
it looks like characters are fighting on a cloudy, gloomy day with a subtle fog
rolling in. Even the darkest and edgiest
stages in Samurai Shodown still have color and detail!
This is all before even getting into the gameplay. I don’t like to call games “rip-offs” because
that’s like saying “Simpsons did it” and taking inspiration from something else
to get started can lead to amazing new things.
That said, Samurai Shodown Sen is a Soul Calibur rip-off. It has the vertical and horizontal strikes,
the gameplay where the different button combinations combined with the movement
stick do a subtlely different move, most projectile moves are missing and
there’s combos, something nearly foreign to Samurai Shodown. It does distinguish itself from Soul Calibur
a little bit by employing some of the Samurai Shodown staples, namely a
catch-all special button akin to Samurai Shodown 5 and the rage meter, but
those barely change the overall feeling that I’m playing a bootleg Soul
Calibur. The controls are stiff, inputs
don’t work sometimes and even the dismemberments you can finish opponents off
with don’t have the kind of weight or spectacle a good heavy slash finisher
does in the main series. Instead the
different ways you can finish off your opponents is presented with more
visceral pain and writhing, which I suppose is one way to do it, but it’s not
as fun. Calling it mediocre is the
nicest thing to call it, but the best word I can describe it with is “joyless."
If I didn’t know any better I’d swear that Samurai Shodown
Sen is unfinished, especially considering the endings. Each character starts the story with a text
scroll introducing them, which is what the KOF Maximum Impact games do and it’s
more than what other fighting games do, so that’s fine. Characters also get unique cutscenes for the
bosses, which is more than I expected.
However, the endings are just more text scrolling. No dramatic finishing off of the final boss
or hand-drawn cutscenes like KOF 11.
Just some more text and the translation on that text in the console
version released in English is still bad even in 2008. Lame.
I also love how Street Fighter 4 plays. Say what you want about the balance of the
original Street Fighter 4, but the core gameplay harkens back to the classic
Street Fighter 2 games, where it’s easier to understand and players aren’t
punished as much for throwing out moves without worrying about cooldown or
windup. It may go back to the simpler
days, but it still has some new tricks to keep it interesting. Focus attacks are a fun addition, acting as a
guard-breaking move that can either leave the player wide open or they can land
it to leave the opponent wide open.
Super attacks with the meter are kept, but 4 introduces the stronger
ultra attacks, which can be done after you’ve taken enough damage. Ultra attacks are my favorite addition
because they take full advantage of the adjustable camera aspect allowed by the
3D visuals to make them look powerful and epic when they successfully
land. Landing an ultra attack is like
landing a level 3 super attack in the alpha games, but with double the hype.
The biggest thing holding Street Fighter 4 back is that
we’re determining The King of Arcades.
The arcade release of Street Fighter 4 was a big deal that everyone was
swarming to by virtue of it being a new Street Fighter game after nearly a decade, but they weren’t very widely distributed. When people speak fondly of the original
Street Fighter 4, they are almost certainly referring to the console version. The arcade version is pathetic.
Really? |
The console version adds 9 more characters, more stages and
both story introductions and endings that are fully animated, all done with a
top-notch English dub featuring the biggest A-listers you could ask for. This is not that version. This is the weak version with practically no
story or characterization and a low character count. If I played it in an arcade back then I would be wowed
by the visuals and have fun with the gameplay for a while, but would swiftly go
back to one of the previous Street Fighter games that have more to offer before
long. It’s a step in the right
direction, but overall it doesn’t come close to the likes of KOF 11, with its enormous character count and hand-drawn, story-heavy cutscenes. I would rag on it more, but at least the
console version made up for it shortly after its release.
Capcom had a double-whammy of fighting games this year. Very few people expected Japanese animation
giant Tatsunoko to be Capcom’s next opponent, but it ended up making for a
great game. It has the gameplay of
Marvel vs. Capcom, with the air launching and quick-swapping, but it’s much
easier to do combos. It’s very easy to pick
up and play and it’s very nice-looking and colorful, if not as sharp and
detailed as Street Fighter 4. It was
made on Wii-based hardware, after all, but with that in mind it’s impressive
how this game never has a problem with slowdown even when multiple screen-filling
super attacks are being thrown about on top of active and moving backgrounds.
Pretty. |
The Tatsunoko side of the character selection is interesting
for English speakers because different characters are recognizable by wildly
different generations of people. A lot
of them never got an English release, but a few like Hakushon Daimaou, Tekkaman
and Science Ninja Team Gatchaman did under different names way back in the
early days of anime. We’re talking the
Speed Racer days.
Some of the others got new releases around the time of the
game’s release. Karas was a brand new
property and got an English dub, Casshern had his then-new anime Casshern Sins air
on Toonami, Gatchaman gets new English releases to this day under its proper
name and I myself was watching the 2008 anime remake of
Yatterman online, which for whatever reason was never released in English, but still got some attention from English speakers.
The Capcom side has some interesting and seldom-seen
characters in their stable. Alex from
Street Fighter 3 is finally in, which you think would’ve happened sooner, and
Batsu from Rival Schools is in this one after getting snubbed by Kyosuke in
Capcom vs. SNK 2. I doubt anyone
expected Kaijin no Soki from Onimusha: Field of Dreams either.
The most notable innovation that I have yet to see any other
fighting game do is the giant characters.
Gold Lightan from Tatsunoko and the PTX-40 A from Capcom’s Lost Planet
are as tall as the screen and can be used as a single character instead of a
team of 2. Lightan is more melee-focused
while the PTX-40 A is more gun-focused.
They can do tons of damage, but they’re also bigger targets for a lot of
character’s moves and since they can’t swap out, they can’t recover health,
making them surprisingly balanced despite acting as sub bosses in arcade mode. Sure other games might have a dedicated mode
where you can play as a giant boss character, like Galactus mode later on in
Marvel vs. Capcom 3, but here they’re meant to be used just like any other
character.
The little details for the fans are present and accounted
for. Stages have lots of detail and
cameos from both sides and there are some character-specific win quotes. The final boss is quite possibly the best in
the Capcom vs. series with 3 different forms and each character ending
concludes with an animated cutscene from Tatsunoko themselves. It’s a polished package.
We didn’t get this one in English. We later got the updated version made for
consoles: Tatsunoko vs. Capcom: Ultimate All-Stars. The updated Wii version of the original
already added a few new characters, but Ultimate All-Stars added to it further
with new characters like Frank West while taking out the Hakushon Daimaou
character for licensing reasons. The biggest
loss in Ultimate All-Stars is that the animated endings were taken out and
replaced with more Udon artwork, but at least this time the artwork has text to
go with it and I think the extra characters make up for it. Whichever version you play, Tatsunoko vs.
Capcom might be the ultimate in the Capcom vs. franchise that doesn’t involve
SNK.
The Winner
Capcom really had to play catch-up with their 2008
lineup. SNK had some stumblings with
Metal Slug 6 and Samurai Shodown Sen, but those weren’t enough to bring them
down after KOF 11 and 98 Ultimate Match.
That SNK completely outclassed Capcom in making an inter-company
crossover only further damned Capcom’s chances.
Unfortunately for Capcom, their answer to SNK’s big winners was a game so lacking in content that it felt like a beta test and
one great game that wasn’t. For Capcom
to have possibly won here they needed both games to be anywhere between great
and a master work that covers all the bases.
Since the arcade version of Street Fighter 4 faltered, SNK is the
winner.
As long as SNK doesn’t also come out with a beta build with
almost no content and a pathetic character roster, we might have our ultimate winner.
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